Attached is a review two of us put together. We would be pleased if you can include this in your site. Carl Williams Arlington, VA carlw4514@yahoo.com The "Far West" option of AH/VG The Civil War 1861-1865, to judge by most players I have talked to, is perhaps not used all that often. But two wargamers, Kirk Crane of Ft Myers, FL, and myself, Carl Williams of Arlington VA, decided to give it a go a few months ago for the experience, playing by email. It was going to be interesting to play an option that maybe few players ever do much with, and see how it affected the overall game balance. Of course, in the meantime we had the fun of developing our strategies for adding victory points and tripping up the other player in his quest for the same. The Rulebook has a whole section for the Far West rules, but we were not very far into it before deciding that we needed to clarify a few things. I have seen the rules for the main game, without the Far West option, both praised for being concise and on the other hand criticized for having omissions and lack of clarification. I'd say the latter is the most often cited opinion. I do believe that the game went into production before all the kinks for the Far West Option were worked out; but that's debatable and I suppose that most games likely have aspects of last minute additions that are not sufficiently game-tested. Nonetheless, I wonder if this is one of the reasons that, apparently, few players use it. We wound up clarifying so many things that I thought it was worth making note of them and sharing it. DYNAMICS OF VICTORY POINTS AND DESTROYED SITES Right away we noted this aspect of the game needed clarification. The rules provide that cities or stockades can be permanently eliminated as a feature on the map by Indian Raids [pg 50, end of 2nd paragraph]. So the result of a raid may be progress towards gaining Victory Pts, but also has this other consequence of "complete" elimination. We were left to decide exactly what this means. A certain case can be made that in the event that Santa Fe, say, gets raided and destroyed, that no one can earn the victory points for converting the New Mexico Territory, since one of the required sites to control no longer exists! We decided, however, that the game designers did not intend this consequence and went by the following: The features on the map are mostly under the control of one side or the other. We began with Turn One and in this case, all of New Mexico and Kansas is Union controlled and all of Texas is Confederate controlled. The Indian Territory is the exception, with many places not controlled by either side. The Indian Tribes can raid in all of these places; if a tribe successfully raids a site controlled by the enemy, then a 'destroyed' marker is placed there and the side that controlled the site prior to the raid is the victim of the raid, every two such resulting in a Victory Point for his opponent. The site is considered destroyed for the purpose of placing depots, and the victimized player cannot remove the destroyed marker by any action. But we decided for the purpose of state or territory conversion, if the site is one of the essential sites, this is still accounted for and it would be possible for it to change hands by a later occupation by enemy forces, even if this is in its new "destroyed" condition. In this event, the new owner may count it towards state conversion, but the destroyed marker stays and still counts against the ORIGINAL owner of the site as far as counting towards victory points by Indian Raid (the new owner does not inherit the condition); but the site cannot now be raided again or used in any other way; that is, it is considered a non-feature in every other way. In Indian Territory we decided it was possible to raid a site not owned by either player; there is no reason to raid a neutral site, except to deny it to the enemy for some purpose such as placing a depot. We decided that it is not possible to voluntarily relinquish control of a controlled site; if the site is vulnerable to raiding you are stuck with it. Thus taking control of various hexes might be something to be avoided if such has no strategic value. I guess it must be said that it is possible that the game designers intended for the game to be played such that one player could, say, make it impossible to convert New Mexico by destroying one of the essential sites. The pertinent page 50 rule is not ambiguously stated; however, it seems clear that there could easily be such an unintended , unforeseen consequence of the rule considering the other omissions seen in the Far West rules, and we wanted to play out our strategies for converting the territories without Indian raids becoming a factor in such strategy. WATIE, AND OTHER ENTRY/ACTIVATION CLARIFICATIONS One of the problems with the Far West rules is accommodating the restrictions of 15.1, which states that Far West commands are only to be used on the Far West map, and then trying to honor the letter of the 15.5 reinforcement rules. The second paragraph of 15.1 is very specific as to the what the Far West map includes. Rule 15.5 states that Far West CPs are the ones to be used to enter all the Far West reinforcement types. The only way you can make sense of both of these rules is to say that all reinforcements have to then be entered on the Far West map. This is possible to do, but we were then left with the question of whether or not it was the intention of the game designers to prohibit the entry of Civs as reinforcements in the Trans-Miss; the rules for Texas rangers specifically say "Far West map" for entry, but for civs it just says "Indian Territory." We decided this, again, could be oversight, so we allowed Civs to be entered in the Trans-Miss but using *Trans-Miss* CPs only when doing so. It was also agreed that a Civ could be entered in a neutral site and then immediately control it for one side. Furthermore, we did not require that the hex be in supply for Civs to be entered. We were also pretty sure that it should be OK to enter Stand Watie in the Trans-Miss, since it was likely that the only legal place he could be entered would be there (since he has to be entered on a hex with a CS Civ). Again, we decided it was oversight not to have the rules state that he was to be entered without cost, like any other leader. Note that a strict reading of the rules would have Watie entered at the cost of one FW CP in Indian Territory on the Far West portion of the I. T. only, on a CS Civ that was also necessarily in the Far West zone. This just did not feel right, and we did otherwise. As the game progressed, the Union player wound up controlling all the Civs and this condition became uncontested. For the rest of the game, Watie stayed on the Far West entry track un-enterable. Items on the Far West entry track are strictly optional to enter; note that is the opposite case for leaders and reinforcements on the regular game record track; the counters there cannot be withheld in a turn unless the turn ends abruptly in the action phase. Thus items on the Far West reinforcement track are more like NSPs in that they are both optional and require CPs to enter. RETURN OF SPs THAT HAVE BEEN ELIMINATED The rules for the entry of other Far West counters were clear and seemed indisputable, except for the matter of the return of Far West forces to the reinforcement track [15.5]. Specifically, it seemed all counters were not permanently eliminated but just go back to the reinforcement track, but was this to include SPs? SPs are not mentioned in 15.5 specifically, and the regular rules for entry of SPs are very restrictive. There are two requirements for a hex to be eligible to enter SPs, one is that the hex be in supply [pg 33 left 3rd para] and the other that the hex is a VP city or an Army [following paras]. Note that there are no VP cities on Map B except in Texas. This is very unfair to the US player, if the SPs are supposed to return. To have the SPs return would be quite contrary, also, to the way the game is played in general. For a number of reasons, really, we decided that it was an oversight not to state that the SPs do not return. THE MOST SURPRISING ODDITY Since tribal Indians are not either Union or Confederate forces, but only under the control of one player for a time, certain consequences follow. Section 15.2 covers raids, alerts, and destruction and it does *not* say you make any distinction whether the stockade or city approached or raided is friendly or enemy; thus all such sites are possibly alerted and can potentially be raided. After all, the tribe could change allegiance, and so there is really a reason always to roll for alerts for any site. Note also that a player would not want to pass through his own site on the way to raid elsewhere, as the site would have to be raided even though that player owned it; the rules do not have "optional" raiding. In fact, in our game one player decided to "self-raid" one of his stockades in order to eliminate it as a place for his opponent to place a depot. This was quite a shock, but a determined search of the rules found no support for not allowing it. The site was destroyed and it wound up counting against the player who made this raid on his own site, as part of one victory point for his opponent. Obviously this oddity can be expected to be a rare event. Also, since the Indian tribes do not really belong to any side, I felt that it was OK if they wandered or retreated into Mexico, making it a haven. I thought this was historically OK as well and explained also why there are hexes in Mexico. However, Kirk did not agree; page 51, 15.6, does specifically say "Mexico may never be entered by the forces of either player..." My opinion is that an Indian Tribe is not owned by either player and thus is not one of a side's "forces, " but there wasn't any support for my view to be found in the rulebook so I conceded this point in our game. My opinion is biased by the fact I think it is pretty cool if they could go into Mexico. It is a minor matter, after all, but one we really did not resolve. NEW MEXICO AND INDIAN TERRITORY STATUS New Mexico can be converted by either side. This is *not* an "end of the game" condition, but end of turn. One player could convert it and the other convert it back. To begin the game, it is neutral. If it is converted, the usual rules apply (the player for whom the turf is enemy would need a leader to move an SP, for example). Indian Territory is never converted, but the victory pts count at the end of the game if one side has the sites. There are several states with blue-colored hexes that can never be converted to neutral because they have no VP cities; but this would seem to have a lot to do with the improbability of sustained Confederate presence. Note that New Mexico is the only entity that can be converted to enemy even though no VP cities are in it; other consequences follow from this distinction. [Contributed by Kirk Crane]: The "Far West" option also puts into play a small number of additional Victory Points for both sides. Specifically both the Indian Territory and New Mexico both offer 2 Victory Points for control of key territory at the end of the game. Indian Territory is equally available to either player. Control depends on acquisition of Civilized Indians which can be used to garrison the key sites for control and more importantly, on the allocation of SPs by either side to control and/or attack the required Victory Point locations. New Mexico starts the game with two of the three required Victory Point locations under Union control. The third location required for control of New Mexico, El Paso, is under Confederate control, in Confederate territory, and starts the game with a Confederate SP located in the city. This is an important advantage for the Confederate player. The Union player must not only allocate SP(s) but must also use a leader and Command Points to move in Confederate territory and to occupy El Paso, one of the key locations for control of New Mexico. It is unlikely that Texas will become neutral, at least not early in the game, if at all. The ability of the Confederate player to locate additional SP(s), if desired, closer to New Mexico and the ability to move without a leader in both Texas and New Mexico provides an advantage to the Confederate player in controlling New Mexico. Unless the Confederate player is lucky enough to eliminate the 1 Union SP that starts in New Mexico and the area is ignored by the Union player, it is unlikely that the Confederate player will be able to control New Mexico with the 1 SP that starts in El Paso. The Confederate player can be expected to attempt to eliminate the 1 Union SP that starts in New Mexico at a risky "E column" attack. While risky, if successful, the Confederate player gains an advantage because of the previously discussed difficulty of sending additional Union SP(s) to the area. This strategy failing, the Confederate player must then decide whether allocation of additional SP(s) to control New Mexico is worth the benefit of possibly acquiring 2 VPs. There are likely to be other demands more crucial to the Confederate player than the allocation of even 1 SP to New Mexico in order to control the 2 VPs at the end of the game. Perhaps many times New Mexico will remain neutral with neither side willing to allocate the necessary resources for control. THE DYNAMICS OF INDIAN TRIBES IN THE FAR WEST THEATER [Contributed by Kirk Crane]. Early in the game, the player who gains the initiative early in the phases of a Game Turn will be in a better position to activate the units available. This is particularly true on key game turns, such as Turn 3, when a number of Civilized Indian and Tribal Indian counters become available. Often it is a race to who can activate the "up for grabs" counters first. The Confederate Indian leader, Watie, is only useful when the Confederate controls one or preferably more of the Civilized Indian counters. Once controlled, Civilized Indians are difficult to gain control by the opposing player since they must be eliminated and then reactivated on a subsequent turn. They do not change allegiance as do the Tribal Indians. Many times the Civilized Indian counters become "garrison" units in Indian Territory or other areas in the Far West theater. They are not as likely to be used in combat since there is a high probability that they will be removed before combat is even resolved and are the first to take casualties if they do remain. Tribal Indians (includes Mescaleros) are useful for raids and the objective of massacres. There is a distinct advantage to the Union player for controlling many of the Tribal Indians since they all start in Texas and there are numerous Stockades and Cities available for raids. Since the Confederate player must move Tribal Indians toward a smaller number of Stockades and Cities that are much farther away in New Mexico and Kansas, the Union player can more easily raid. At one Victory Point for each two Stockades or Cities successfully raided, the Union player should be able to gain enough Victory Points to offset the Confederate Victory Points from raids and enough extra Victory Points to offset other Confederate Victory Points accumulated through naval commerce raiding and any other small number of Victory Point sources available to the Confederate player. The Confederate player must activate and centrally locate his four Texas Ranger counters, as they become available, in order to protect key Stockades and Cities and to attack Tribal Indians. Since both Tribal Indians and Texas Rangers can move like cavalry in supply, up to 6 hexes per phase, the Rangers must be located with a radius that protects the most number of Stockades and Cities so that if a raid is conducted, the Texas Ranger will be able to react to attack the Tribal Indian. That ability can influence the use of Tribal Indians by the Union player to raid many targets. If attacked by a Ranger there is a possibility, not a probability, of loss of the Tribal Indian. As the Stockades and Cities become farther away, this can cost a number of CPs to reactivate an eliminated Tribal Indian on a subsequent turn and then move it back into an area where it can raid. In our game, a limited number of Ranger attacks against Tribal Indians resulted in a Ranger victory on each occasion. That will not often happen, but possible subsequent attack by a Ranger does become a consideration for the Union player. The Tribal Indian Raids and Stockade and City alerts seem cumbersome and unnecessarily difficult. This is symptomatic of what appears to be an underdeveloped portion of the game that may not have been adequately playtested or attention paid to that portion of the game prior to production. It is easy to overlook an Alert roll for a nearby Stockade or City that is affected by a movement even if it is not the intended target of a Raid, but rather is just along the route of march. Alert and Massacre rolls could be simplified rather than having to roll many times for multiple Stockades and Cities for each hex that is affected by a movement. DISTINCTIONS BETWEEN INDIAN TYPES [Carl Williams] The exact status of the Civilized Indians is a bit murky; this is what I get as the difference between them and tribal Indians: Tribal Indian: 6 movement points at all times Civilized Indian: 4 MPs if in supply Tribal Indian: ignores the effects of friendly, enemy, or neutral territory. Civilized Indian: also ignores these effects -both types are restricted to certain areas, however Tribal Indian: supply is assumed Civilized Indian: has to trace supply Tribal: raids cities and stockades Civ.: does not have this ability Tribal: allegiance can change Civ: can't change once on the map Tribal: do not activate entry of militia Civ: do activate entry of militia Tribal: automatically eliminated by combat with an SP -fights on equal ground with Rangers and Civs but with a special rule, not the CRT -*cannot* initiate combat Civ: has a special rule when in combat with SPs (likely - but not automatic - elimination) -*can* initiate combat Tribal: doesn't fight other tribal Indians Civ: can fight enemy Civs Tribal: can retreat before combat (but does not screen like cavalry) Civ: cannot retreat before combat Civ: is like an SP in many respects, can take control of a site for his side, and can become demoralized. Tribal: is not like an SP at all and cannot control sites or get demoralized; the sole purpose of a tribe is to raid. Civ: clearly belongs to one side, and can be combined with friendly SPs Tribal: belongs to one side only in the sense of control of movement; cannot share a hex with a friendly SP, and can raid a site belonging to anyone or no one. GAME BALANCE EFFECTS Overall, I would say adding the Far West option seemed to maintaining game balance fairly. In the matter of Indian Raids, the US Player has the advantage, as most of the nearby targets are in Texas. The Texas Ranger forces help keep them at bay, but the raids continue and by the end of the game the Texas map should be well dotted with 'destroyed' sites. Also aiding the US player is the fact that the additional CPs during the uses of the CP table mean that the turn is likely to be longer and, thus, it is more likely that a turn will have additional uses of the CP table. Longer turns are very important for Union victory. Aiding the CS player, however, is that the Far West CPs are distributed by the same procedure to both players. On the first use of the CP table, one player is as likely as the other to have the advantage in FW CPs, and often both will have equal FW CPs; in the further uses of the CP table in a turn, each will receive an equal number of FW CPs. Therefore in a game with the Far West option, the CS player is less disadvantaged in total resources. Furthermore, the nature of the Far West actions allow good use of the smaller Dice Differences, helping avoid the predicament of having to waste CPs on useless actions or even having to just throw them away, a problem that tends to plague the Reb side more than the Yank side IMO. More subtly, the US player is less able to force the CS player to spend his CPs before he spends his own, so this obvious advantage gets diminished. These particulars really help the Confederate side, and the fact that the Federal side likely winds up getting more Victory Points is definitely mitigated, even though the Victory Conditions for the end of the game do *not* change when using the Far West option! SUMMARY [Contributed by Kirk Crane] The "Far West" option of Victory Games is an interesting option that, in my experience, is not often used by players. Perhaps because it is an "option" as opposed to an integral part of the game or perhaps because it adds a large additional map (Texas, Indian Territory, western Kansas, and New Mexico comprises a large area) with low counter density and it takes up a large physical space, many players seem to not use the "option". There also seems to be a feeling that the actions in the Far West are a distraction or an opinion by some that "nothing much happens there." For new players or those who do not often play the game, there is an element of truth to the latter statement. My opinion is that incorporation of the "Far West" option makes for a more complete game. There were actions in history that took place in the area and although they were small in comparison to other theaters, the resources and manpower and the allocation of both to the war effort of both sides are more fully represented by use of the Far West option. There are also a number of interesting new dimensions to strategy and management of actions and command points for both sides when the option is used. The "Far West" option puts all of Texas into play. Since a primary objective of the Union is to convert Southern states to neutral, the inclusion of Texas provides the opportunity to convert that state. Without use of the "Far West" option, it is just assumed that the Union player will not expend resources or manpower to convert the state or to close many relatively small value ports to the Confederacy along the Texas coast. While that often requires a disproportionate expenditure of valuable manpower and scarce naval points by the Union for relatively small reward, it is not a possibility if the "Far West" option is not used. Use of the "Far West" option changes the game if only in subtle ways. Use of CPs is an art during each phase of a game turn. Both sides gain from an ability to use low dice differential CP rolls in the Far West theater while awaiting important larger dice differential rolls, possibly in another theater. In effect, both sides can "stall" by activating or moving a Tribal Indian or Texas Ranger unit when the dice differential is "1" or "2", and a larger dice differential is needed for an action elsewhere. This can, of course, backfire because turns can, at times, end abruptly and CPs in other theaters may go unused. At first this ability appeared to favor the Union since the Union most often has CPs remaining after the Confederate player has used all CPs. There is the obvious advantage to having CPs remaining after the opposing player has used all of his CPs. But it is duly noted that the Confederate player can also use small dice differential roll CPs in the Far West for much of a phase to "save" CPs for use in other theaters and to react to the Union player. So it is undetermined who benefits the most from an additional theater in which CPs can be used. Probably both, depending on use of CPs, dice rolls, and game dynamics. It appears much of the "Far West" option was added on to a well developed game system and that the "Far West" option was not fully developed or playtested. Even though not as well developed or smooth flowing as the remainder of Victory Games / The Civil War, is an important and integral part of the game that warrants players attention and incorporation into the game. It adds strategy options and adds variety to game play. I enjoy the addition and think that it makes a more realistic and better overall game. Kirk Crane